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Everything posted by AggrorJorn
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Trouble importing new models from blender.
AggrorJorn replied to Medical Heroin's topic in General Discussion
I think the official documentation could use an upgrade regarding the usage of the deafult shaders. The information is quite scattered or not existing atm. You have to try out the examples and see what the official leadwerk maps/assest use. -
I don't know Spanish,but I guess 'Solo amigos' means something like "visible to friends only". You should have an option for it on steam. Somewhere at the same spot where you can edit the description.
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You are pretty close actually. You create a new instance of an emitter and place it at the collision point. if (entity:GetKeyValue("name") == "obuz") then local explosion = Emitter:Create() explosion:SetPosition(position) end After that you can do the respawn of the rocket. Alternatively you can also just create a new instance of the rocket and simply destroy the rocket once it explodes.
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That sounds like a bug. Can you post your map in the bug section?
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I don't think this works because you can't upload all filetypes. Not to mention that you do not have any source control. Josh mentioned once that gametemplates would be added to the workshop but that has been a while ago. I would recommend an opensource repository using github, gitlab or bitbucket. You could do something like I do here: https://bitbucket.org/Aggror/projectoled
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Trouble importing new models from blender.
AggrorJorn replied to Medical Heroin's topic in General Discussion
Since this question comes up quite often and the official documentation is lacking, a quick tutorial: -
Trouble importing new models from blender.
AggrorJorn replied to Medical Heroin's topic in General Discussion
Shaders are set via materials. So look for your vegetation material and go to its shader tab. -
Trouble importing new models from blender.
AggrorJorn replied to Medical Heroin's topic in General Discussion
Hi there and welcome to Leadwerks. For painting vegetation and rocks in the editor you require certain shaders to be set. leaves the leaves.shader rocks require the groundrocks.shader. If you post a screenshot of your rocks material file (and specifically the shader tab) we can see if everything is correct there. You also might need to delete the existing generated billboards for the rocks, if you apply new shaders. -
I dig the atmosphere. Reminds me of Planet base. Could be me but it looks like the rocks are not alligning to the terrain. Are you using the groundrocks shader? Be careful with copyrighted music. Youtube's music algorithm is able to detect music like this and your video can be automatically taken down. A simple mention of the theme song isn't a free pass. A video of mine got taken down once.
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just fyi: If you are sticking to 4.3 you can use https://bitbucket.org/Aggror/flowgui which is free.
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Does the workshop store allow bundling for a different price like you can do in the free workshop? Or do you mean as an actual separate object upload? The first one would be nice since maintaining multiple packages seems like a hassle.
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I will hold a poll to see if people are more interested in smaller(cheaper) packages containing individual functionality or 1 large (pricier) spline tools package. The final development for the spline paths is estimated to be done at the end of the week. It could then be uploaded to the workshop store as a small tool. For the roads I am giving myself until the 20th of august before I want to upload it to the workshop store. This way I have a target deadline/milestone were I can focus on. Before then I want to have an acceptable performance on startup and some minor improvements on the texture blending. That is my aim to have as the base version of the tool. If time and progress allows it I will include more features like the crossroads. Of course new features can be added in later updates. Feedback is always welcome.
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Some pseudo code: if pickinfo ~= nil then if pickinfo.entity ~= nil and pickinfo.entity:GetKeyValue("name") ~= "" then --If there is a lastPickInfo, compare it to the current pickinfo name if(self.lastValidPickinfo ~= nil then if self.lastValidPickinfo.entity:GetKeyValue("name") ~= pickinfo.entity:GetKeyValue("name")) then --Now the pick is different than previous picked obj self.lastValidPickinfo.script.showObject = false end end self.lastValidPickinfo = pickinfo pickinfo.entity.script.showObject = true end end
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I have been thinking on how I would go about its implementation. A connection on a spline itself would be more difficult (but not impossible), but an intersection on the nodes themselves might be fairly doable. It would not be as advanced as Cities skylines, but a basic 3 or 4 point intersection could be feasable. I do consider them extra features though. I would first like to improve the terrain alignment algorithm and investigating apossibility for exporting/baking the changes in the ingame terrain to the actual editor map. This would help performance significantly when dealing with carving and raising. Either way, these are things I really want, but I do not want to wait months before releasing the first tools.
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Drawing a static image before a new scene is loaded is fairly easy. An animation or sprite is a little harder to do. For a static image Check if 'loadingScreenActive' bool is true in the game loop. By default it is false, so we continue with the game loop Lets say you then press F to load a new scene You set a bool 'startLoading' to true. At the end of the current frame you check for this startLoading variable. If true, draw image and set the loadingScreenActive to true. Then in the next frame update, when we check the value of loadingScreenActive again. This time it is true and you call loadmap. Because the engine is drawing an image on screen and loading the new scene halts the process of updating. After the loading of the map is done, set the loadingScreenActive variable to false again.
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You might need to disable Lua sandbox in the Leadwerks options. Note that your game wont work in the game launcher if you do so.
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Can you show us your code where you create the window.
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Yes, I am not sure if it is one big spline tool package or whether I want to divide it in to smaller tool sets that you can purchases separately. I still wonder if I should add extra features, which makes it a lot more complex. Think about thinks like intersections,, generated sidewalks, bridge/pillars and even safety guards. But first some fine-tuning. fyi The third person script is done first, more on this very soon.
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In a previous developer blog I showed how I use spline paths inside the Leadwerks editor. The cool thing about splines as that they are extremely multipurpose. I started working on generating meshes based on the splines. Think about ropes, wires, rivers, rollercoasters and of course roads Ropes and wires are in progress because I find them the coolest. Especially rope bridges are awesome to make and see in play. They require a lot of finetuning so I have put that on halt for now. In the meantime I also started working on road nodes. The Return to the Zone project uses terrain textures, but the original scene from Leadwerks 2.3 used the in-editor road tool. Time for some new roadfeatures. Roads The generic nature of the splines allows easy creation of meshes based on the spline. Constructing basic geometry was relatively easy. However, getting the road to appear on the terrain properly proved a little harder. When there is no terrain, the generation of the road is instantaneous. The roads that are created snap perfectly together and it is really satifying to see the result. Per node you can't only tweak the road with the spline handlers, but you can set a road width, a material and several terrain alignment options. When the node has to deal with terrain allignment the performance on startup is little slow at the moment, but the first results look promising. I want to add this feature to my winter game "On the road again", which makes cool random tracks from CSG brushes. Another cool automatic feauture is that the road still functions as a path spline. You can attach a car to the road spline and it will follow the generated road. Ropes and wires For a next video I will show the progress on the ropes and wires, with hopefully some working physics. Here is an older image based on the earlier splines to give you an idea on what I am going for:
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So you have entity A and entity B. You want to place entity B at the position of A right? In a script attached to entity B, make sure you get a reference to entity A. This can be done in numerous ways. One way is by linking it: Once you have a reference to entity A inside the script that is attached on entity B do something like: --on entity B self.entity:SetPosition(self.entityA:GetPosition(true))
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Script in an object affects all copies of that object
AggrorJorn replied to Core's topic in Programming
I got tricked by this several times. --Common variables like strings, numbers and bool Script.test1 = "test1" -- Variable has a unique instance per script local test2 = "test2" --Variable is shared between all instances of the script test3 = "test3" --Global, used by everone and everything (insert 'your mother..' joke) --Tables Script.table1 = {} --Shared between all instances of the script Script.table2 = nil --Declare in start function Script:Start() self.table2 = {} --Table has a unique instance per script end -
Oftopic, how are you editing your messages? I have to manually horizontal scroll your posts in order to read them. Are you copying them from somewhere?
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The AddItemToInventory function only takes 1 argument. self.playerInventoryMgr:AddItem(item)
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nvm I see it was posted here too: